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Character Creation with ZBrush r7 and rendering in Keyshot 5

Create stunning concepts and animation ready characters in ZBrush, 3D can enhance your current work flow and business.

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This course 3D Concepts and Character creation will teach you how to concept in 3D with confidence - Software: ZBrush r7 for modelling and texturing and Keyshot 5 for high quality rendering

In this course we will be using ZBrush and Keyshot exclusively as well as final editing in Photoshop (but any image manipulation sofware will do as we will simply be compiling).

This course is intended for anyone wanting to know techniques for modelling and sculpting digitally, ZBrush is the premiere program for digital sculpting it is extremely powerful, we will be harnessing some of that power to create fantastic sculpt very quickly and also rendering out using keyshot 5, finally putting it together in Photoshop.

If your into ZBrush this is the course for you we cover all the main sculpting techniques as well as a few tips and tricks.

If you are learning Keyshot this course will be of great help to you as well.

In order to start to create a sculpt in ZBrush we need to build a base mesh to sculpt on this forms the foundations of your Character

Creating our base mesh in ZBrush

09:37

Making an adaptive skin to work on our sculpt within ZBrush

03:05

Activating Symentry in ZBrush is easy follow this lecture

Working once to do both sides using symetry within ZBrush

01:53

Lets start adding shape and form to our basemesh

Adjusting and Moving our base mesh in ZBrush

03:25

In order to work effectively we will need to dynamesh our model, this is my workflow somes sculpter do not utilise dynamesh prefering to do a majoirty of work at the base mesh stage

The power of Dynamesh

03:51

ZBrushes dynamesh is a very powerful feature see it in action

Learn the beneifts of dynamesh in ZBrush

02:07

We will be remeshing our model a lot, the idea is to work low to high resolution building up slowly. Imagine wood carving first we start with a block of wood and then carve our a rough shape then we carve more and more detail, tis is the same principal in 3D sculpting.

Low-resolution remeshing in ZBrush

03:12

Adding more form

Learning to Build form into our sculpt in ZBrush

05:19

What we have done so far

02:35

Moving on I need to inflate the fingers and toes to regain definition

Using the inflate and increasing the dynamesh resolution

03:09

Looking at the polish brush and how it effect smoothing on our model

Using the polishing and smoothing tools

04:11

First step into using masking to cover areas we do not want to effect, we will also use translation tools to move body parts

Masking and translating in ZBrush

03:24

Minor corrections and alterations

Slight masking modifications and smoothing our ZBrush sculpt

04:50

Adding the eyes, this will invlove adding a subtool to our model and mirroring and merging!

Ready to add a subtool in ZBrush?

07:00

In this lesson I will create a quick sketch to try to get my idea and goal across to you.

Quick Sketch

07:15

Just running through the tools I will be using for the time lapse video next.

Intro to time lapse

02:22

Sit back and watch the time lapse video, see exactly what you need to do next, we will run over this video next.

In this lesson I will go over a few things I did during the time lapse video, just to make sure it is crystal clear to you.

Explain timelapse

04:18

Lets make some modification to the front legs before we turn off dynamesh and go into traditional sculpting.

Modifictations

06:10

Using ZSpheres we will build our ambilicle cord.

Creating the Ambilicle Cord

09:48

Lets finish the ambilicle and also create the implant between the body and the ambilicle.

Joint hardsurface

12:45

Ok at the moment we have a pretty high res mesh, we now need to produce a low res version of the mesh and rebuild our subdivisions plus project the high res detail to the new mesh.

Remeshing for low res version

09:06

Using ZRemesher we also have the ability to force the remesher to follow curves for the toplogy of the sculpt, this is extremely usefull especially for animating your model, making sure you have great flow to your toplogy and the edge loops are in the right places is very important. ZRemsher makes this process much easier than ever before.

Using guides to reflow the topology

04:52

In this lesson I am now showing you some reference that i I am at this point taking into account, I have also done a pre render just to see how our skin looks like in keyshot as a basic render.

Refrences

07:25

Lets now further add some skin folds, and some minor modification based upon our reference.

Creating Skin Folds

10:30

Its all about the wrinkles! in this lesson as a prelude to the time lapse next, I will show you how we can create wrinkles on our skin - Manually.

Creating Wrinkles

08:09

In this time lapse video you will see me using the techniques explained in the last video, just a bit quicker!

Timelapse Wrinkles

05:00

It is very important that we turn off our symetry when detailing the centre line of the sculpt, to avoid it looking very fake.

Out of Symetry

12:27

In this 1 of 2 detailing vlessons you will see me hand detailing and using alphas to add high level details to our sculpt.

Adding more details part 1

10:45

In this 2nd detailing lesson we will carry on adding even more detail to our sculpt including adding pores to our skin.

Adding more details part 2

11:15

This lesson is optional - I am going to create an inner version of the model that will show bones and muscles, my idea being that this will act as an inner core on the final render I might or might not use this in final output.

using ZRemodeller we will create the container and caps for the containers, please watch the recap lesson next on ZRemodller as it will go into a bit more detail on this awesome tool.

Building the Container

19:03

ZRemdeller is an extremely powerful tool within ZBrush allowing you to really easily create hard surface models, see this quick tutorial on it.

ZRmodeller recap analysis

07:54

Now I will add the liquid to the container, very simple stuff.

Creating the liquid base

07:15

In this lesson I will use the existing skin subtool as a base for creating the inside of the mouth.

Sculpting the mouth

07:44

With the mouth created we will now start cutting away the mough area to reveal the gums.

Sculpting the mouth part 2

06:44

Lets go ahead and create our teeth using a simple shape.

The teeth

07:57

Lets now create the flaps of skin and wrinkles, in this lesson I explain what is being done in the time lapse video up next.

Masking the deep wrinkles

07:21

Time lapse of detailing as described in the last lesson.

Timelapse for wrinkles

10:00

Just a quick look at fibre mesh, a great tool for adding hair and fur to your creations.

Fibre mesh a quick look

08:45

Lets create the whiskers for the sculpt.

Crteating Whiskers

12:23

OK now I am going to use fibremesh to create geometry (fur) for our model.

Create fibres for body

10:25

+–

Texturing and UV Layouts

19 Lectures
02:55:45

The first thing we need to do is put down our base colours, lets use polypainting to do this, something to bear in mind is that is you have not got good enought resolution in your model your poly painting will be very blotchy, as it is like sculpting resolution dependent.

Painting our base colour

10:04

We will now add what we call noodling to out model this will break up the temperature values we added in the last lesson.

Noodling

06:50

Using layers gives us a powerfull advantage, when we use layers to paint it gives us the ability to reduce the opacity after we finish, or even scrap the changes altogether.

Layer painting

07:54

Lets now add our top skin colour to our model at this stage you will see what a great effect you get, and with the added ability of layers we can also set the opacity exactly as you like it!

Layer painting part 2

09:29

Another feature we will look at is creating darker and light areas using masking, in this case we will use a cavity mask.

Creating a cavity mask

05:15

Almost forgot the claws need adding!! let quickly add those now.

Adding the claws

12:26

Lets have a quick look at material and how we can add multiple materials to the same object, we will also see how the RGB, M and MRGB work together. and finally see how we can blend materials using the BPR blend setting.

In this lesson we will set up a group and look at the material liquid and glass and the refraction.

Setting groups and refractions

05:25

Setting up light sources in Keyshot.

Adding Light Sources

08:26

Intro to opacity maps.

Intro to Opacity maps

04:05

Creating our opacity map, back to ZBrush for quick map creation and export.

Creating our Opacity Maps

10:54

Lets create a specular map the same way as we did for the opacity map, and do some more setup,

Creating our Specular map

19:16

In keyshot you can set up custom camers and views basically lock the camera and render multiple shots based on different camera see this video and learn to create a camera.

Setting up our cameras

05:21

Lets set up the pre-render options.

Setting up and doing a pre check for our render

10:39

Final render output.

Our final render set up

07:11

Lets now alalyse our final out put and import the outputs into one file. In this case in Photoshop but you can use Gimp which is free google it online.

Importing Layers to Photoshop

06:36

Final lesson in this course we will have a final look at our image.

Thank you for taking this course and your feedback would be greatly received, please contact me through the course if you need extra help or just want to give me feedback :)

All the best David

Our Final Render

06:57

For those who have finished the course a massive "Well done!"
for those still completing the course "Keep it up!" I just want to say
thank you for choosing me and my course, it is really appreciated and
means that I can produce more great courses for you in the future!

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I have worked professionally in many creative sectors for the last 20+ years, being a creative veteran I have taught to advanced level Design, Art, Sculpture, 3D Modelling/Animations/Rendering and Website design.

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